game/data/shaders/pbrVertex.glsl
Warwick 2eabd78ed5 Changed how we track a models position.
In learning more about linear algebra I've figured out that if we have
the model matrix of an object, for the most part the objects position is
0,0,0 multiplied through the model matrix.
2022-07-26 11:33:33 +01:00

26 lines
474 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
uniform mat4 MVP;
uniform mat4 Model;
out vec2 ourTexCoord;
out vec3 ourNormCoord;
//Pbr
out vec3 WorldPos;
//Normals
out mat3 TBN;
void main()
{
gl_Position = MVP * Model * vec4(aPos, 1.0);
ourNormCoord = aNormal;
ourTexCoord = aTexCoord;
// Calculate position of fragment
WorldPos = vec3(Model * vec4(aPos, 1.0));
};